Humankind

Culture Super Pack for Humankind

Released (updated ago). Ranked 1 of 1,731 with 41,386 (22 today) downloads

Published by Uncle2fire (mod ID: 1614082)

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This is a culture pack consisting of 58 cultures, including cultures from every era. Some of the cultures in this mod can also be obtained individually by following the links on this page.

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This mod includes 12 cultures in the Ancient Era, the Classical Era, and the Medieval Era, 10 cultures in the Early Modern Era, 7 cultures in the Industrial Era, and 5 cultures in the Contemporary Era. The included cultures are shown in the chart below. Blue are cultures available individually; white are cultures unique to this pack. If you're curious, take a look at this Google Map showing where all the cultures in the Super Pack are from.

Ancient Era Classical Era Medieval Era Early Modern Era Industrial Era Contemporary Era
Akkadians Âu Lạc Chimú Kongolese Chileans Ecuadorians
Hallstatt Chavín Haida Māori Costa Ricans Icelanders
Kucadikadi Goguryeo Majapahit Mapuche Hawaiians Kenyans
Lạc Việt Helvetii Malians Omanis Lakota Malaysians
Lapita Hisatsinom Medang Puebloans Merina Swiss
Minoans Hopewell Novgorodians Saadians Swiss
Phrygians Kushans Palas Safavids Texians*
Sahaptin Nabateans Qusqu Saxons
Shona Numidians Swiss Shaybanids
Sivullirmiut Pohnpeians Tang Sulu
Valdivians Teotihuacanos Tibetans
Yayoi Thracians Tongans

*This culture was created by BaroqueLinguist

Feel free to download any of these cultures individually if you don't want the full pack. Also check out my other smaller culture packs, which each include only 6 cultures, one from each era: South America Pack, Africa Pack, and Swiss Pack.

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Listed below are all the cultures in the pack and their effects. Scroll to the bottom of this page to skip the culture info and see the credit for the art in this mod.

Note: this mod does not change or replace any default selectable cultures, but it does replace ten Independent People (when an added culture is already represented by an Independent People). The Independent People replaced are: the Akkadians (replaced by the Canaanites), the Minoans (replaced by the Trojans), the Norte Chico (replaced by the Chinook), the Phrygians (replaced by the Lydians), the Numidians (replaced by the Cimmerians), the Chimor (replaced by the Aymara), the Inca (replaced by the Cherokee), the Malinke (replaced by the Kanembu), the Kongo (replaced by the Asante), and the Mississippians (replaced by the Nʉmʉnʉʉ).


Ancient Era:

1) Akkadians

Akkadians

2) Hallstatt

Hallstatt

3) Kucadikadi*

*This culture is unique to this pack

Kucadikadi

4) Lạc Việt

Lac Viet

5) Lapita*

*This culture is unique to this pack

Lapita

6) Minoans*

*This culture is unique to this pack

Minoans

7) Phrygians

Phrygians

8) Sahaptin

Sahaptin

9) Shona

Shona

10) Sivullirmiut

Sivullirmiut

11) Valdivians*

*This culture is adapted from the former Caralans

Valdivians

12) Yayoi*

*This culture is unique to this pack

Yayoi


Classical Era:

13) Âu Lạc

Au Lac

14) Chavín

Chavin

15) Goguryeo*

*This culture is unique to this pack

Goguryeo

16) Helvetii

Helvetii

17) Hisatsinom

Hisatsinom

18) Hopewell*

*This culture is unique to this pack

Hopewell

19) Kushans

Kushans

20) Nabateans*

*This culture is unique to this pack

Nabateans

21) Numidians

Numidians

22) Pohnpeians

Pohnpeians

23) Teotihuacanos

Teotihuacanos

24) Thracians

*This culture is unique to this pack

Affinity: Militarist
Legacy Trait: Famed Mercenaries: +30 Influence and +100 Money per Army in battle outside your territory
Emblematic District: Tattooist: Produces Influence equal to 3% of the combined Combat Strength of friendly Armies in this City; Produces Stability equal to 10% of the combined Combat Strength of friendly Armies in this City
Emblematic Unit: Peltasts: Does not replace any unit; Ranged unit (upgrades to Crossbowmen) with 21 Combat Strength, 5 Movement, and 1 Range; Melee units attacking this unit have 0 Combat Strength; Unlocks immediately


Medieval Era:

25) Chimú*

*This culture is unique to this pack

Chimu

26) Haida

Haida

27) Majapahit*

*This culture is unique to this pack

Affinity: Expansionist
Legacy Trait: Directed Growth: +2 Stability per Population on all Cities; Population never lost to starvation in the Capital
Emblematic District: Desa: Has four variations, replacing the Farmers Quarter, Makers Quarter, Market Quarter, and Research Quarter; Does not receive adjacency bonuses from other quarters; +2 Specialist Slots (instead of +1 for generic quarters); -5 Stability (instead of -10 for generic quarters); +50% to yields when built in a City with a population of 30 or more
Emblematic Unit: Cetbang: Replaces the Trebuchet; Artillery unit (upgrades to Mortars); 38 Combat Strength, 2 Movement, 6 Range; Must be built instead of automatically spawning during sieges; May not retaliate when attacked; Unlocks at Military Architecture (like the Trebuchet)

28) Malians*

*This culture is unique to this pack

Affinity: Scientist
Legacy Trait: Renowned Scholars: +5 Science per territory following your State Religion
Emblematic District: Madrasah: +1 Science per Faith produced in this Territory; +1 Money per Land Trade Route; +2 Science per adjacent Market Quarter; +2 Money per adjacent Research Quarter; May only be built once per City; Unlocks at Theology
Emblematic Unit: Quivermen: Replaces the Crossbowmen; 26 Combat Strength (instead of 31 for the Crossbowmen); Fights at full strength in melee; Unlocks at War Summons (like the Crossbowmen)

29) Medang

Medang

30) Novgorodians*

*This culture is unique to this pack

Affinity: Aesthete
Legacy Trait: Veche: +0.5 Influence per Population in Cities following your State Religion; +10 Stability on Market Quarters
Emblematic District: Merchants' Church: +2 Faith; +0.5 Faith per Naval Trade Route in this Territory; +5 Money per resource extractor in this City; +1 Trader Slot; Must be built adjacent to a Harbour
Emblematic Unit: Boyar Cavalry: Replaces the Knights; 35 Combat Strength (instead of 36 for the Knights); +5 Combat Strength when Stability is high; Unlocks at Chivalry (like the Knights)

31) Palas

Affinity: Scientist
Legacy Trait: Charyapada: +2 Influence and +2 Faith on Research Quarters
Emblematic District: Mahavihara: Replaces the generic Research Quarter; +3 Science; +1 Faith; +2 Science and +2 Influence per adjacent Research Quarter; +2 Science per adjacent City or Outpost following your State Religion; +1 Researcher Slot; May be built more than once per Territory, but must be built adjacent to a generic Research Quarter; Unlocks at Theology
Emblematic Unit: Elephant Corps: Replaces the Knights; 42 Combat Strength (instead of 36 for the Knights); Ignores zones of control; Costs 4 Population to build; May only be built in a City with a Mahavihara; May not be bought out; Unlocks at Chivalry (like the Knights)

A note on the Mahavihara: The Mahavihara replaces the generic research quarter, which means that the Palas cannot build generic research quarters. The Mahavihara must be built adjacent to a generic research quarter. This means that in order to build the Mahavihara (or the Elephant Corps) you must have at least one pre-existing generic research quarter. If you don't have at least one generic research quarter, you will not be able to make use of either the emblematic district or the emblematic unit.

32) Qusqu*

*This culture is adapted from the former Inca

Affinity: Builder
Legacy Trait: Mink'a: +5 Industry on generic Makers Quarters in overpopulated Cities; -10% Industry cost for shared projects
Emblematic District: Khipu Kamayuqkuna Guild: -3% Population Consumption in this City; -20% Food cost for unemployed Population in this City; +2 Industry per unemployed Population in this City; +2 Food on adjacent Farmers Quarters
Emblematic Unit: Mountain Slingers: Replaces the Crossbowmen; 32 Combat Strength and 5 Movement (instead of 31 Combat Strength and 4 Movement for the Crossbowmen); +3 Combat Strength when fighting a unit on a lower tile; Unlocks at War Summons (like the Crossbowmen)

33) Swiss

Affinity: Agrarian
Legacy Trait: Imperial Immediacy: -1% Population Consumption per Farmer in all Cities (your Population will consume less Food)
Emblematic District: Sennerei: +5 Food; +1 Money; +2 Food and +1 Money per adjacent Farmers Quarter; +5 Food per adjacent Mountain
Emblematic Unit: Gevierthaufen: Replaces the Pikemen; 35 Combat Strength (instead of 31 for the Pikemen); Costs 2 Population to build (instead of 1 for the Pikemen); Has no upkeep cost; Unlocks at War Summons (like the Pikemen)

34) Tang*

*This culture is unique to this pack

Tang

35) Tibetans*

*This culture is unique to this pack

Affinity: Expansionist
Legacy Trait: Four Horns: -50% Stability cost from Attached Territories following your State Religion
Emblematic District: Hermitage: Mountains in this Territory have base yields of +1 Food, +1 Industry, +0.5 Influence, and +0.5 Faith per adjacent Mountain; Must be built atop a Mountain and adjacent to another Mountain; +0.5 Influence and +0.5 Faith per adjacent Mountain; Costs 2 Population to build; Removes 1 Farmer and 1 Worker Slot from this city; Exploits all adjacent Mountain tiles; Unlocks at Theology
Emblematic Unit: Mail Warriors: Replaces the Great Swordsmen; 35 Combat Strength (like the Great Swordsmen); Enemy Ranged units receive -8 Combat Strength when attacking this unit; Unlocks at Heavy Infantry (like the Great Swordsmen)

36) Tongans*

*This culture is unique to this pack

Tongans


Early Modern Era:

37) Kongolese

Affinity: Aesthete
Legacy Trait: Syncretic Church: +10% Influence on Territories that follow a foreign State Religion
Emblematic District: Mpusu Weaver: +3 Money; +3 Money per adjacent Market Quarter; +2 Money per adjacent Makers Quarter; +10% Money on Mpusu Weaver per Land Trade Route in Territory; +1 Influence per 3 Money produced on Mpusu Weaver; +1 Worker Slot
Emblematic Unit: Shield Bearers: Replaces the Halberdiers; 43 Combat Strength (instead of 41 for the Halberdiers); +4 Combat Strength against Gunner units; Unlocks at Centralized Power (like the Halberdiers)

38) Māori*

*This culture is unique to this pack

Maori

39) Mapuche

Mapuche

40) Omanis*

*This culture is unique to this pack

Affinity: Expansionist
Legacy Trait: Sovereignty Retaken: +0.5 Influence per Population in all Cities per Main Plaza; +1 Stability on Garrisons per Territory in your sphere of influence
Emblematic District: Colony: Counts as a Main Plaza; has 50% of the yields of a Main Plaza; the Main Plaza or Administrative Center in this Territory loses all yields; +2 Influence on adjacent districts; Counts as 1/3 of a City (3 Colony districts will count as 1 City toward your City Cap); this Territory cannot be removed from its current sphere of influence; Must be built coastally; Unlocks at Centralized Power
Emblematic Unit: Baghlah: Replaces the Carrack; 37 Combat Strength (instead of 39 for the Carrack); +8 Combat Strength when fighting outside your territory; Unlocks at Naval Artillery (like the Carrack)

41) Puebloans*

*This culture is unique to this pack

Affinity: Militarist
Legacy Trait: Unwelcome Proselytizers: +25% Faith on Holy Sites per State Religion Holy Site in your empire; +5 Combat Strength to all units when fighting in a Territory in your empire that follows your State Religion
Emblematic District: Great Kiva: +2 Influence; +10 Stability; +5 Stability per adjacent district; +3 Influence per adjacent district producing Faith
Emblematic Unit: Runners: Does not replace any unit; Melee unit (upgrades to Partisans) with 27 Combat Strength, 6 Movement, and +1 Vision; +2 Combat Strength to allied units in the first round of battle; Unlocks immediately

42) Saadians*

*This culture is unique to this pack

Affinity: Builder
Legacy Trait: Saharan Caravans: +3 Industry on all Cities per Strategic Resource; +2 Industry on Cities per Strategic Resource trade route
Emblematic District: Qasbah: +1 Money per unique Luxury and Strategic Resource;+5 Money and +5 Influence per Salt and Gold; +20 Fortification; +1 Trader Slot
Emblematic Unit: Berber Cavalry: Does not replace any unit; Cavalry unit (upgrades to Dragoons) with 42 Combat Strength; May move after attacking; +5 Combat Strength when attacking; -5 Combat Strength when retaliating; Unlocks at Centralized Power

43) Safavids*

*This culture is unique to this pack

Safavids

44) Saxons

*This culture is adapted from the former Reformation Swiss

Affinity: Aesthete
Legacy Trait: Schmalkaldic League: +5% Influence per Coreligionist State; +2 Influence from Religious Districts per adjacent City or Outpost following a different State Religion; +2 Combat Strength against enemies with a different State Religion
Emblematic District: Reformed Church: +1 Faith per Follower of a foreign State Religion in your empire; -1 Faith per Follower of your State Religion in your Empire; +1 Industry and +0.5 Influence per Faith produced on Reformed Church; +5 Faith per adjacent Religious District
Emblematic Unit: Landsknechte: Replaces the Halberdiers; 42 Combat Strength (instead of 41 for the Halberdiers); +5 Combat Strength against damaged units

45) Shaybanids*

*This culture is unique to this pack

Shaybanids

46) Sulu

Sulu


Industrial Era:

47) Chileans*

*This culture is adapted from the former Argentines

Affinity: Merchant
Legacy Trait: Nitrate Wars: +5 Money per Strategic Resource; +3 base War Support per copy of Saltpetre your empire produces
Emblematic District: Oficina Salitrera: +5 Industry; +15 Money; -1 Money per copy of Saltpetre; +5 Food on adjacent Farmers Quarters; +1 Food on Farmers Quarters in this City; Creates a Saltpetre deposit and exploits it; +1 Worker Slot; Must be built on a sterile tile in Desert, Badland, or Savanna biome; May not be built adjacent to another source of Saltpetre; May be built more than once per Territory
Emblematic Unit: Dreadnought: Does not replace any unit; Capital Ship (upgrades from Ironclad); 56 Combat Strength and 7 Movement; +4 Combat Strength when attacking weaker units; Unlocks at Combustion Engine

48) Costa Ricans*

*This culture is unique to this pack

Costa Ricans

49) Hawaiians*

*This culture is unique to this pack

Hawaiians

50) Lakota

Lakota

51) Merina

Merina

52) Swiss

Affinity: Scientist
Legacy Trait: National Redoubt: +3 Stability on all districts per adjacent Fortified District; Must have 100 War Support to declare a Formal or Surprise War
Emblematic District: Patent Office: +1 Industry per Researcher; +1 Science per Worker; +2 Science on Makers Quarters in this City; +2 Science on Research Quarters in this City; +1 Researcher Slot; Must be built adjacent to a Makers Quarter; Unlocks at Encyclopedia
Emblematic Unit: Sharpshooters: Does not replace any unit; Gunner unit with 48 Combat Strength; May fire without line of sight; Unlocks at Nationhood

53) Texians*

*This culture was created by the modder BaroqueLinguist

Texians


Contemporary Era:

54) Ecuadorians

Affinity: Scientist
Legacy Trait: Las Islas Galápagos: +100% Science on Research Quarters in Territories with a Natural Wonder; +50% Influence on emblematic districts in Territories with a Natural Wonder
Emblematic District: National Park: Replaces the Nature Reserve; Must be placed on a natural modifier (like the Nature Reserve); Exploits all yields but provides +400% to Food and Science yields on this tile; +1 Influence per Food and Science produced on this tile; +1 Money per Influence produced on this tile; +2 Researcher Slots; Unlocks at Research Institute
Emblematic Unit: Cyber Defense Operatives: Replaces the Commandos; 55 Combat Strength (instead of 54 for the Commandos; +8 Combat Strength against armoured units; Unlocks at Covert Ops (like the Commandos)

55) Icelanders*

*This culture is unique to this pack

Affinity: Builder
Legacy Trait: Exclusive Economic Zone: May build an additional Harbour in every Territory; +1 Industry and +2 Money on exploited Coastal Water tiles; May not build Coal Plants, Nuclear Plants, Solar Farms, or Wind Farms
Emblematic District: Geothermal Plant: +5 Science; +5% Industry in this City; +2 Industry per Geyser, Hydrothermal Vent, and Hot Spring in this City; -20% Pollution on Makers Quarters in this City; Must be built on a Geyser, Hydrothermal Vent, or Hot Spring
Emblematic Unit: Coast Guard Patrol Ship: Does not replace any unit; 54 Combat Strength and 6 Movement; +1 Food on Coastal Water tiles in this Territory; Unlocks at Radar

56) Kenyans*

*This culture is also available as part of the Africa Pack, but is not available individually

Affinity: Aesthete
Legacy Trait: Diplomatic Outreach: +1 Industry and +1 Money in the Capital per 10 stockpiled Influence (capped at +500 for each)
Emblematic District: United Nations Branch Office: +20 Influence and +20 Money per Peace and Alliance; -20 Influence and -20 Money per active War; May only be built once per City
Emblematic Unit: Counter-Terrorism Unit: Does not replace any unit; Modern Infantry unit (upgrades from Rifles); 55 Combat Strength; +3 Combat Strength against Irregular units; +5 Combat Strength when Stability is low; Unlocks at Insurrection Theory

57) Malaysians

*This culture is adapted from the former Singaporeans

Affinity: Merchant
Legacy Trait: Tiger Cub Economy: +3% Money on Cities per Harbor; +1 Stability per Trade Route on all Cities
Emblematic District: Container Port: +2 Money per Naval Trade Route; +3 Money per Makers Quarter in this Territory; +3 Money per Market Quarter in this Territory; +5 Money per adjacent Harbor; +2 Trader Slots
Emblematic Unit: Patrol Frigate: Does not replace any unit; Naval unit with 54 Combat Strength, 6 Movement, and 5 Range; +3 Combat Strength to allied units when attacking stronger units; Unlocks at Radar

58) Swiss

Affinity: Merchant
Legacy Trait: Tax Haven: -1 Money on Market Quarters per empire at peace with you; +1 Money per Trade Route per empire at peace with you; +10% Money per Alliance
Emblematic District: Ski Resort: +5 Influence; +10 Money; +5 Stability; +3 Influence and +5 Money per adjacent Mountain; +3 Influence and +5 Money per Ski Resort in this Territory; Must be built on a Mountain tile not adjacent to another Ski Resort
Emblematic Unit: Gebirgsspezialisten: Does not replace any unit; Gunner unit with 5 Combat Strength; +3 Combat Strength when fighting from higher or fortified terrain (in addition to the normal bonus from higher terrain); May cross cliffs; Enemy units in combat with the Gebirgsspezialisten do not receive a combat bonus from being on higher terrain (this applies whether the other unit is attacking from higher ground or defending on higher ground)


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Credit for art in this mod:

Credit for the art for the Âu Lạc, Lạc Việt, and Majapahit splash screens, and the unit art for the Kucadikadi Foragers, the Valdivian Emissaries, the Lạc Việt Điểu Nhân, the Sahaptin Canoe Warriors, the Sivullirmiut Harpooners, the Âu Lạc Nỏ Liên Châu, the Numidian Cavalry, the Majapahit Cetbang, the Medang Armed Peasantry, and the Swiss Gevierthaufen goes to kul. See more of kul's work here.

Credit for the unit art for the Akkadian Axemen goes to duskendawne.

Credit for the Texian culture goes to BaroqueLinguist.

Credit for the splash screen art for the Sivullirmiut, Tang, Mapuche, and Ecuadorians goes to xuzheqi.

Credit for enormous help in balancing goes to DocktorKain, BaroqueLinguist, Komodowaran, and Jojo_Fr.

Art for other splash screens and other units is adapted from publicly available sources by me. 3d models for emblematic units were edited by me to be unique from other units in-game.

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Compatibility:

This mod is generally NOT fully compatible with other mods, especially if those other mods alter technologies. If you use this mod together with other mods, technology unlocks and some units may not function properly.


Extended Naval Combat AND Vanilla Improvement Project: If you would like to play this mod together with FreeThinker's Extended Naval Combat mod AND DocktorKain's Vanilla Improvement Project mod, you can download a compatibility patch here.

Extended Naval Combat by FreeThinker: If you would like to play this mod together with FreeThinker's Extended Naval Combat mod, you can download a compatibility patch here.

Vanilla Improvement Project by DocktorKain: If you would like to play this mod together with DocktorKain's Vanilla Improvement Project mod, you can download a compatibility patch here.

HK Overhaul by Eudaimania: If you would like to play this mod together with Eudaimania's HK Overhaul mod, you can download a compatibility patch here.

DeepSea by Enchanteur: If you would like to play this mod together with Enchanteur's DeepSea mod, you can download a compatibility patch here.

BuyThis! by Enchanteur: If you would like to play this mod together with Enchanteur's BuyThis! mod, you can download the DeepSea compatibility patch here, which will also work for BuyThis! as long as you load the Super Pack AFTER BuyThis!

6-Culture Pack by Tonlo: If you would like to play this mod together with Tonlo's 6-Culture Pack mod, you can download a compatibility patch here.

Religion Gameplay Extended by Tonlo: If you would like to play this mod together with Tonlo's Religion Gameplay Extended mod, you can download a compatibility patch here.

True Culture Location by Gedemon and SeelingCat: The Culture Super Pack is fully compatible with Gedemon and SeelingCat's True Culture Location mod. If you follow the directions on that mod's page, and apply the Super Pack, all Super Pack cultures will also be territory locked.

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Questions

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Updates:

(For information on previous updates, see the changelogs below.)

24 November 2022: Patched for the Metternich update; Replaced several cultures due to overlap with the cultures added in the Together We Rule expansion (see changelog for full details); Made changes to several cultures for balance (see changelog for full details); Made some UI tweaks to make culture effects more clearly understandable

Next update will be no sooner than 4 December 2022

Releases

FilenameSizeVersionAddedOptions
super_pack_1.28.zip21.7mb1.28

133079180421723579_1614082.zip22.19mb1.26

133036808026307859_1614082.zip22.64mb1.24

133028456107255266_1614082.zip22.74mb1.22

133025821886463507_1614082.zip22.74mb1.20

133005272156488155_1614082.zip21.85mb1.18

132998214351041777_1614082.zip21.85mb1.14

132982874399982167_1614082.zip21.11mb1.12

132964413976022273_1614082.zip20.47mb1.11

132928031456692915_1614082.zip19.68mb1.10

132920880649331619_1614082.zip19.31mb1.9.0

132908949980097612_1614082.zip19.31mb1.8.0

132896908907379907_1614082.zip19.04mb1.6.0

132890683337903971_1614082.zip18.01mb1.5.0

132884639010394120_1614082.zip17.71mb1.4.0

132878430214554161_1614082.zip16.37mb1.3.0

132871905895226550_1614082.zip13.64mb1.2.1

132865912300823514_1614082.zip12.85mb1.2.0

132854651436887071_1614082.zip10.67mb1.1.0

132841858509686944_1614082.zip9.92mb1.0.1

132841737501182739_1614082.zip9.92mb1.0.0

191 comments

Join the community or sign in with your gaming account to join the conversation:

Uncle2fire
Uncle2fire @uncle2fire

Thanks for confirming this issue with the automatic download, jimbothigpen! It looks like the auto-upload from the mod tools has added a new layer of folder in the files for some reason. I've gone ahead and manually fixed the upload so it should auto-download correctly now. Thanks!

xuzheqi
xuzheqi @na1642852263

I love the new lt from ecuador

Uncle2fire
Uncle2fire @uncle2fire

Thanks :) The art looks amazing, thank you!

PrimusMiles
PrimusMiles @primusmiles

The patience ist killing me :) keep up the good work

Uncle2fire
Uncle2fire @uncle2fire

The update is now live!

Uncle2fire
Uncle2fire @uncle2fire

I hope it will be soon!

PrimusMiles
PrimusMiles @primusmiles

Am I the only one the mod is not showing up in the "Mod Selection" scree anymore even after unsubscribing und reloading wasn't not able to see it. Remark also tried to delete the mod ID: 1614082 folder utner /documentes/humankind but no Mod visible

jimbothigpen
jimbothigpen @jimbothigpen

Same here.

F
Fabbrogas1 @fabbrogas2

Will this be updated to work with the latest DLC "Together we rule"?
Thanks!

Uncle2fire
Uncle2fire @uncle2fire

The update is now live!

F
Fabbrogas1 @fabbrogas2

Lovely stuff! Do you think that the VIP + Culture pack still requires an update to the compatibility mod as well in order to work together?
As usual, thank you for your effort on this!

Uncle2fire
Uncle2fire @uncle2fire

Yes, it will be, but it will take a week or so, maybe longer depending on when the mod tools are updated and the scale of the changes in the new game update. Thanks for your patience.

Choupinet
Choupinet @choupinet

Hi, FYI, several of the individual culture mods do not work anymore ("Mismatched mod" error). I didn't test all, but got the error with the Sahaptin, Au Lac, Industrial Swiss and Hisatsinom. Some still appear to work like the Pohnpeians.

Uncle2fire
Uncle2fire @uncle2fire

Thanks. I'm aware of this but unlikely to go back and update all of them. If you particularly want some of them updated, let me know and I can fix those for you.

Choupinet
Choupinet @choupinet

The ones I listed are the ones I was interested in, but honestly I don't expect you to go back and update all, I know it's a lot of work. Alternatively, how hard would it be for someone to download the mod with all the cultures and manually remove some?

Uncle2fire
Uncle2fire @uncle2fire

Choupinet I've updated those four mods for you.

Choupinet
Choupinet @choupinet

Amazing, thank you!

Uncle2fire
Uncle2fire @uncle2fire

As far as I know that wouldn’t be possible.

I can hopefully have those four cultures updated this weekend for you.

Y
Yethen1 @yethen1

Hey great mod. While playing I noticed that the Mapuche buffs do not seem to activate. No extra power or upkeep modifiers. This was with 0 attached outposts

Uncle2fire
Uncle2fire @uncle2fire

I'm having trouble recreating any issues with this. I'll send you a DM to get more information.